Jump to content

Character Edits, v5


Recommended Posts

That's just enough to up her illusion to rank seven, also, up her dazzle to match. I don't think Concealment goes much higher and upping strike would break caps. Though I'd like to add some power feats, Variable Descpritor sounds good, as well as Affects Insubstancial and Extended Reach.

Doktor'd

Link to comment
  • Replies 519
  • Created
  • Last Reply

Top Posters In This Topic

Ouroboros

2pp to spend

1pp on Ritualist Feat

1PP on Equipment

5ep to HQ

Feature - Self Repairing (BoM 67) [1 ep]

Feature - Personnel (BOM 66) [1 ep]

Feature - Living Space [1 ep]

Buy up size to small [2ep]

Phalanx

Split Quickness and Speed into two Dynamic alternate powers adding 1 Alternate Power Feat and 1 Dynamic Feat to the Paragon Array. [2pp]

 [b]Paragon Array 10[/b] (20pp; [i]Power Feats:[/i] Alternate Power 5, Dynamic 6) [31pp]


    [u]BE[/u]:  [b]Flight +10[/b]

    [u]AP[/u]:  [b]Quickness 20[/b]

    [u]AP[/u]:  [b]Speed 20[/b]

    [u]AP[/u]:  [b]Space Travel +20[/b]

    [u]AP[/u]:  [b]Super Strength 10[/b]

    [u]AP[/u]:  [b]Immovable 10[/b] ([i]Extras[/i]: Unstoppable)

2pp on skills 4 Ranks of notice (9 Total) and 4 ranks of Sense Motive (8 Total)

Ace Danger

Please Archive I may be bringing in a replacement at some point but am not going to be playing him.

Doktor'd. Ouroboros actually had 2 ep free, though one was needed to buy the Dual Sized feature which you indicate his HQ has but did not have actually listed.

Link to comment

So I have six PP for each character after last month's festivities. So, let's see,

Silhouette

Skills Upgrade

+6 Acrobatics

+6 Stealth

+2 Notice

+4 Disable Device

+2 Drive

New Feats

Skill Mastery: Acrobatics, Stealth, Notice, Disable Device

Improved Critical: Strike

Grappling Finnesse

Changeling

1 Rank of Illusion

1 Rank fo Dazzle

New AP Paralyze Rank 10

Feats: Reversible, Area (Cylinder Shaped)

New Feat

Skill Mastery: Knowledge (Arcane Lore), Sense Motive, Concentration, Bluff

Geez3r'd

Link to comment

Ok, we got a pretty major overhaul for Dynamo here. I’ve included a list of all the changes that have taken place. You’ll note the changes net to +2, which is the power points he just received for October. He therefore has no power points left over.

Stats: (+10pp)

+4 Strength

+ 6 Intelligence

Combat: (+2pp)

+1 Attack

Saves: (+3pp)

+3 Fortitude (+3pp)

Skills: (+4pp)

+8r Computers (+2pp)

+8r Knowledge: Technology (+2pp)

Feats: (-1pp)

Remove Jack of All Trades

Powers: (-19pp)

Remove Enhanced Attack 2 (-4pp)

Remove Enhanced Defense 4 (-8pp)

Remove Enhanced Constitution 6 (-6pp)

Remove 10 rank each from Speed & Quickness (-20pp)

Remove the Old Ultimate Dynamo Array (-37pp)

Add Defensive Roll 2 & Dodge Focus 4 (total of 8) to Enhanced Feats (+6)

Add Super-Speed Power Reserve (+16pp)

Add the New Ultimate Dynamo Array (+34pp)

Drawbacks: (+3pp)

Remove the Vulnerability to Bluff & Diplomacy (+3pp)

[b][u]Stats[/u][/b]: 4 + 4 + 8 + 6 + 4 + 4 = 30pp

    Str: 14 (+2)

    Dex: 14 (+2)

    Con: 18 (+4)

    Int: 16 (+3)

    Wis: 14 (+2)

    Cha: 14 (+2)


    [b][u]Combat[/u][/b]: 20 + 20 = 40pp

    Attack: +10, +18 Speed Attacks

    Grapple: +12

    Defense: +10/+18 (+5 flat-footed)

    Knockback: -4, -2 flat footed

    Initiative: +2/+22


    [b][u]Saves[/u][/b]: 3 + 10 + 5 = 18pp

    Toughness: +8, +4 flat footed

    Fortitude: +7 (+4 Con, +3)

    Reflex: +12/+18 (+2 Dex, +10/+16)

    Will: +7 (+2 Wis, +5)


    [b][u]Skills[/u][/b]: 96r = 24pp

    Acrobatics 15 (+17)

    Bluff 8 (+10, +14 w/Attractive)

Computers 8 (+11)

    Diplomacy 8 (+10, +14 w/Attractive)

Knowledge (Physical Sciences) 8 (+11)

Knowledge (Technology) 8 (+11)

    Notice 15 (+17)

    Sense Motive 14 (+16)

Sleight of Hand 12 (+14)


    [b][u]Feats[/u][/b]: 10pp

    Attractive

    Defensive Attack

    Evasion

    Luck 4

    Power Attack

    Set Up

    Skill Mastery (Acrobatics, Bluff, Diplomacy, Notice)


    [b][u]Powers[/u][/b]: 17 + 6 + 3 + 2 + 16 + 3 + 4 + 34 = 85pp


[b]Enhanced Feats 17[/b] (Defensive Roll 2, Dodge Focus 8, Improved Initiative 5, Evasion, Move-By Action) [17pp]

    [b]Enhanced Reflex Save 6[/b] [6pp]

    [b]Speed 2[/b] (25mph) [i]PF[/i]:  Moving Feint [3pp]

    [b]Quickness 2[/b] (x5 speed) [2pp]

[b] Super-Speed Power Reserve 8[/b] (16pp reserve; Quickness [up to 18 (x1,000,000 speed)] or Speed [up to 18 (5,000,000MPH or 50,000,000' per round]) [16PP] 

    [b]Super Movement 3[/b] (Wall Crawling 2, Water Walking) [i]Flaws:[/i] Only While Running [3pp]

    [b]Super Senses 4[/b] (Danger Sense [Visual], Extended Vision 2 (1,000ft increment), Uncanny Dodge [Visual]) [4pp]


    [b]Ultimate Dynamo Array 16[/b] (32 power points, PFs: 2 Alternate Powers) [34pp]

* [u]BE[/u]:  [b]Blast 16[/b] - [i]Lightning Bolts[/i]

* [u]AP[/u]:  [b]Strike 6[/b] [i]Extras:[/i] Autofire 2 (1:1, max +4) [i]PF's[/i]: Accurate 4, Improved Critical 2, Mighty Penetrating 3

* [u]AP[/u]:  [b]Strike 6[/b]  [i]Extras:[/i]  Targeted Area Burst, Selective [i]PF's[/i]: Accurate 4, Knockback 3, Mighty, Progression 2



    [b][u]Drawbacks[/u][/b]: -3 = -3 pp

    Vulnerability: Visual Dazzles (Common, moderate +50% DC) [-3pp]



    [b][u]DC Block[/u][/b]:


    Unarmed --- 17/ Toughness --- Bruised, Staged

Strike Powers  ---- 23/Toughness  ---  Bruised, Staged

Lightning Bolts  ---- 31/Toughness  ---- Bruised, Staged



    [b][u]Costs[/u][/b]: Abilities (30) + Combat (40) + Saves (18) + Skills (24) + Feats (10) + Powers (85) - Drawbacks (03) = 204/204 Power Points

Speedy edit by Ecalsneerg

Link to comment

Midnight II

Gonna spend all 9PP on a third rank of Gadgets!

[b]Gadgets 3[/b] (Utility Coat & Belt; 15pp Variable Power, Any Power, Multiple Powers At Once, [i]Extras:[/i] Action [Free], Duration [Continuous], [i]Flaws:[/i] Hard-To-Lose) [27pp]

Also, increase his Height to 6'2" and his Weight to 165 lbs, and add the Complications:

Erin White (Dating. It's complicated.)

Loyalty (Trevor insists he's only a part-time member of Young Freedom, but his teammates know better and deep down, so does he.)

Geez3r'd

Link to comment

Jack of all Blades

3PP - Three more ranks of Sidekick, for a total of 33 (18 + 15 Veteran Reward)

1PP - One more rank of Attack Focus (Melee), for a total of 7. That gives him Attack +7 Base, +14 Melee, +20 Swords

2PP - Swordsmanship Supremacy 1 (Probability Control, Flaws: Limited 2 [swordsmanship]) [2pp]

Jill O'Cure

Those extra ranks of Sidekick give her another 15PP, and I'm going to move her up to PL11.

2PP - Two more points of Constitution, for a total of 14 (+2). That gives her Toughness: +6 (+2 Con, +2 Defensive Roll, +2 Costume)

1PP - One more rank of Attack Focus (Melee), for a total of 3. That gives her Attack +4 Base, +7 Melee, +11 Disease Touch

1PP - One more point of Fortitude, for a total of +7 (+2 Con, +5)

1PP - One more rank of Dodge Focus for a total of 8. That gives her Defense: +16 (+8 Base, +8 Dodge Focus), +4 Flat-Footed

1PP - One more rank of Evasion for a total of 2.

1PP - Fearless

1PP - Power Attack

2PP - Immunity 2 (disease, poison) [2PP]

3PP - Add 3PP to her Biological Manipulation Array:

Biological Manipulation Array 18.5 (37PP, Power Feats: Alternate Power 2) [39PP]

  • Healing 11 (Power Feats: Stabilize, Persistent, Regrowth, Extra: Total) [36PP]

    AP Disease Touch 11 (Drain Fortitude 11, Power Feats: Accurate 2, Incurable, Slow Fade, Extra: Linked [Damage]) + (Damage 11, Extras: Alternate Save [Fortitude], Linked [Drain]) [37PP]

    AP Create Object 11 (Power Feats: Progression 1 [10-foot cube/rank], Selective, Stationary, Tether, Extras: Impervious) [37PP]

That also changes her DC Block to:

    ATTACK            RANGE     SAVE                        EFFECT

    Unarmed           Touch     DC15 Toughness (Staged)     Damage

    Disease Touch     Touch     DC21 Fortitude (Staged)     Drain Fortitude

                      Touch     DC26 Fortitude (Staged)     Damage

That leaves her at 163/165; I'm going to leave the remaining 2PP unassigned until I increase her PL again, if that's alright.

Geez3r'd

(09:36:46) Geez3r: Huh

(09:36:54) Geez3r: just noticed an error for Jill O'Cure

(09:37:04) Geez3r: She's 10 points underbudget

(09:37:28) Geez3r: when they added up the point total they used 28 points in Saves rather than the true 18

Link to comment

Gecko-Edits

Firstly, minor edit to his Geckorangs. Remove the Variable Descriptor (Geckorangs ain't slashy), and substitute a third rank of Mighty, for Mighty 3. [0PP]

Feats:

Drop rank in Attack Focus [melee] [-1PP; total 8PP left]

Combat:

Increase Attack by 1 [2PP; total 6PP left], for: +9, +11 Geckorangs, +13 Unarmed. He now hits PL9 offensive caps at range and in melee.

Stats:

It's lightning Gecko time! Increase Dex by 2 to 20/24 [+5/+7], for [2PP; total 4PP left]. This'll put Initiative to +11/+9

Skills:

Put 12 ranks into skills [3PP; total 1PP left]. 3 into each of Acrobatics, Escape Artist, Pilot and Stealth, for:

Acrobatics 8 (+13/+15, Skill Mastery)

Escape Artist 8 (+13/+15)

Pilot 13 (+18/+20, Skill Mastery)

Stealth 13 (+18/+20)

Powers

I'm noting in the Powers section under Leaping, that using Skill Mastery, he can jump 46' / 23' / 11'

Also, give him half-Immunity to disease and poison. [0PP left]

[b][u]Players Name[/u][/b]: Ecalsneerg

    [b][u]Power Level[/u][/b]: 13 (199/199PP)

    [b][u]Trade-Offs[/u][/b]: +2 Defence for -2 Toughness

    [b][u]Unspent PP[/u][/b]: 0

[b][u]Diamond Status:[/u][/b] 72/90 (35PP pre-bump [PL8/125PP > PL11/161PP], 37PP post-bump)


    [b][u]Characters Name[/u][/b]: Geckoman

    [b][u]Alternate Identity[/u][/b]: Christopher Kenzie

    [b][u]Height[/u][/b]: 5'10''

    [b][u]Weight[/u][/b]: 160 lbs

    [b][u]Hair[/u][/b]: Brown

    [b][u]Eyes[/u][/b]: Brown


    [b][u]Description[/u][/b]: Chris Kenzie is a normal-looking guy, a little bit scrawny and scruffy, but other than that he's just your usual teenage boy. He's not often without a smile on his face, though and tends to wear long-sleeved t-shirts and baggy jeans to hide his Geckoman costume. The costume itself is lurid green and close-fitting, the hood covering all of the face except the mouth. The eyes are covered up by orange-hued goggles to further hide his identity.


    [b][u]History[/u][/b]: Chris Kenzie wasa bit of a slacker. All the teachers said so. He wasn't stupid, far from it, but he didn't apply himself to anything. This continued all the way up until high school, until he was on the brink of dropping out altogether. Then, one day, he'd skipped school and was just walking about when he stumbled upon a cordoned-off warehouse. It had evidently been raided by the police, or Freedom League, or somebody, but the contents hadn't yet been removed. And, hey, nobody was around, were they?


    Chris went in for a quick look around, and was amazed at his discovery. The place was some sort of mad scientist's laboratory! He found blueprints and prototypes for digital equipment, lightweight body armour, and even some sort of wrist-mounted 'zapper' thingies. Not even stopping to consider he might be 'thieving', he began gathering the things up in a sack to take home. After all, they were all pretty awesome. It was just pretty damn annoying that he'd pricked himself on some needle while taking the stuff, man, that [i]smarted.[/i]


    But, the [i]piece de resistance[/i] was found under a huge dust-sheet, evidently untouched for a while due to the layers of dust on it. Some sort of spaceship! The thing was a bit boxy, sixteen feet long with several seats and storage cupboards in the interior. But the real fun part were the electrical blasters. Sadly, you just couldn't get away with stealing this... I mean, it'd get noticed. This didn't prove a problem, as without warning Chris began having some sort of fit, jerking forwards into the controls. The thing lurched upwards, crashing through the roof of the warehouse and erratically flying across the city before crashing into a hillside outwith its limits.


    Chris awoke several feet from the ship, to the sight of his hand lying beside him on the ground. In shock, he looked down... to see a replacement growing out of the stump. On closer inspection, he found he could stick to surfaces and had improved vision. In addition to this, the ship and the technology he'd pilfered didn't seem to have been damaged very much, just some things even a slacker like him could replace... if he learned to.


    So Chris Kenzie miraculously began studying electronics and mechanics overnight, his teachers shocked. All the while, he spent his evenings fixing up his ship and fashioning a superhero costume for himself. He would be the Gobsmacking Geckoman, in his airship the Ptychozoon! (although that soon got shortened to Pitchoo) The teenager came to Duncan Summer's attention as soon as he became an active 'superhero', flying across the city in pursuit of a bank robbery and accidentally blowing some cars up in his eagerness. Summers got in contact with Geckoman and invited him to pay a visit to his school for superhumans. Well, he wasn't going to say no, was he?


    While at the school, Chris became Geckoman near fulltime, going to classes and then heading out on patrol. Eventually he got roped into one of the superteams, Young Freedom. Thus, with the addition of training, he has very little free time, all of which he tries to spend with his girlfriend.


    [b][u]Personality & Motivation[/u][/b]: Feeling slightly guilty for stealing his airship and powers, Chris seeks to atone through fighting crime as Geckoman. However, he'd likely do it even [i]sans[/i] guilt, as flying around beating up crooks and getting the girl is a boyhood dream come true.


    Chris acts pretty much the same in costume as without, talking loudly and freely, going off on rambling tangents mid-sentence and merrily joking. He doesn't let things get him down or worry him, even if caution would be advised. The downside of this is that he is often inadvertently blunt and rude without meaning offence.


    [b][u]Powers & Tactics[/u][/b]: Geckoman has the proportionate agility and healing power of a gecko, giving him Olympic-level reflexes and the ability to regenerate severed limbs in the space of a few hours. In addition, he can also scale sheer surfaces by clinging to them with his hands and feet, see in low light and the infrared spectrum, and has a slightly heightened resisilence to physical damage and diseases.


    He also possesses a variety of gadgets, most notably wrist-mounted electrical 'zappers' that fire bolts of high-powered electrical energy. He also possesses an airship known as the Pitchoo capable of flying at hundreds of miles an hour and being remotely piloted. He generally uses the Pitchoo for an opening volley, before dropping down to fight at close range, throwing his foes off-guard with taunts and jeers.


    [b][u]Complications[/u][/b]:

    Accident (tends to be a little... careless): Chris is way too cocky for his own good, often participating in blatantly idiotic schemes with the potential to cause damage to himself and anything around him. Anyone who has seen him fly would testify to this.


    Enemy (Spellbound): The mysterious inventor of Geckoman's gadgets and airship appeared, calling herself Spellbound. She wants her stuff back, and won't stop until Geckoman gives it to her.


    Secret (identity): Chris Kenzie attempts to keep his identity secret as much as he can. However, much of Claremont know it, as would anyone who has spent time with both (he doesn't act any differently in or out of costume)


    Regeneration: While cuts and bruises don't sap his energy much, it Geckoman ever had to regenerate from severe injuries he would have to use up much of his body's energy possibly leading to muscle and bone wasting, extreme hunger or many other debilitating effects. This complication is essentially license for the DM to start using Fatigue, Drain or Nauseate effects on him as the plot demands if he has made recovery checks from effects like being disabled or having severed limbs.


    Responsibility (being a superhero, Elizabeth Lawlett, school, Young Freedom): Oh god. Between passing school so he can graduate and hit college, maintaining his relationship with Liz, his solo superheroics and training with Young Freedom. And he's unwilling to ditch any. He [i]wants[/i] to do well in school. He [i]wants[/i] to be a superhero. And he loves Liz.


    Wacky Relationship Hijinks! His archenemy, Spellbound [i]is[/i] Liz Lawlett. Trouble is, neither knows the other's secret identity. This is probably the Complication of all Complications.


    [b][u]Stats[/u][/b]: 6+10+4+4+0+12 = 36pp

    Str: 16 (+3)

    Dex: 20/24 (+5/+7)

    Con: 14/18 (+2/+4)

    Int: 14 (+2)

    Wis: 10 (+0)

    Cha: 22 (+6)


    [b][u]Combat[/u][/b]: 16+16 = 32pp

Attack: +9, +11 Geckorangs, +13 Unarmed

Grapple: +12

Defense: +15/+13 (+8 Base Defense, +5 Dodge Focus, +2 Enhanced Dodge Focus), +4 Flat-Footed

    Knockback: -3/-2, -2/1 w/o costume

    Initiative: +11/+9


    [b][u]Saves[/u][/b]: 2+4+5 = 11pp

    Toughness: +7/+5 (+4/+2 Con, +3 costume)

    Fortitude: +6/+4 (+4/+2 Con, +2)

    Reflex: +10/+8 (+6/+4 Dex, +4)

    Will: +5 (+0 Wis, +5)


    [b][u]Skills[/u][/b]: 156r = 39pp

    Acrobatics 8 (+13/+15, Skill Mastery)

    Bluff 16 (+22, Skill Mastery)

    Craft [Electronic] 6 (+8)

    Craft [Mechanical] 6 (+8)

    Computers 3 (+5)

    Diplomacy 9 (+15, Skill Mastery)

    Disable Device 8 (+10)

    Escape Artist 8 (+13/+15)

    Gather Information 9 (+15)

    Investigate 13 (+15)

    Knowledge [Behavioral Sciences] 3 (+5)

    Knowledge [Popular Culture] 8 (+10)

    Knowledge [Technology] 8 (+10)

    Language 2 [French, English (Native), Spanish]

    Notice 10 (+10)

    Pilot 13 (+18/+20, Skill Mastery)

    Search 8 (+10)

    Stealth 13 (+18/+20)

    Survival 5 (+5)


    [b][u]Feats[/u][/b]: 43pp

    Attack Specialization (Geckorang)

    Attack Specialization (Unarmed) 2

    Beginner's Luck

    Challenge (Fast Taunt)

    Connected

    Dodge Focus 5

    Equipment 20

    Evasion

    Fearless

    Improved Initiative

    Luck

    Power Attack

    Quick Draw

    Set-Up

    Sneak Attack

    Skill Mastery (Acrobatics, Bluff, Diplomacy, Pilot)

    Taunt

    Teamwork 2

    [quote name="Equipment]Geckoman Costume: Protection 3, Subtle [4 ep]

    Geckoman Mask: Commlink, flash goggles [1 ep]

    Grappling Gun: Super-Movement 1 [Swinging] [2ep]

    Utility Belt Array 4 (8ep, Feats: 2 Alternate Powers) [10ep]

    BP: Geckorangs [Blast 2, Feats: Improved Ranged Disarm, Mighty 3] [8ep]

    AP: Smokebombs [Obscure Visual 3 (25' radius), Independent] [6ep]

    Utilities: Cell phone, digital audio recorder, flash-light, lock release gun,

    mini-tracer, multi-tool, Young Freedom teleport beacon (2 ep)


    The Pitchoo [or Ptychozoon] (65 ep)

    Size: Huge, Strength: 40, Speed: Flight 7 [1,000 MPH], Defence: 8, Toughness: 12

    Features: Auto-pilot, Computer, Navigation System, Remote Control

    Powers: Blast 10 (electrical blasts PFs: Accurate, AP: Blast 7 (Extras: Area - Shapeable),

    AP: Obscure 7 (Visual + Olfactory Senses, 500ft radius, Extras: Independent, Total Fade, Flaws: Range [Touch])),

    Communication 5 (5 miles), Concealment 2 (radar), Immunity 9 (life suppport),

    Super-Senses 3 (radar; Accurate Radio sense)

    AP: The Skink Cycle (43ep)

    Size: Medium, Strength: 20, Speed: Speed 5 [250 MPH], Defence: 10, Toughness: 9

    Features: Alarm 2 (DC 25), Caltrops, Hidden Compartments 2 (DC 25, 26 lbs), Navigation System, Oil Slick, Remote Control, Smokescreen

    Powers: Blast 6 (front-mounted electrocannons, Extras: Autofire, Feats: Accurate), Morph 4 (normal motorcycle)

    AP: Geckomobile (50ep)

    Size: Huge, Strength: 35, Speed: Speed 5 [250 MPH], Defence: 8, Toughness: 12

    Features: Alarm 2 (DC 25), Caltrops, Hidden Compartments 2 (DC 25, 100 lbs), Navigation System, Oil Slick, Remote Control, Smokescreen

    Powers: Blast 6 (front-mounted electrocannons, Extras: Autofire, Feats: Accurate), Communication 5 (5 miles), Morph 4 (normal sedan), Super-Senses 3 (radar; Accurate Radio sense)


    The Arborealair, 15ep

    [i]Situated by the Wading river, and in Wharton State Forest, the Arborealair is an underground cave accessible two ways: by underwater cave, or climbing an ancient tree and sliding down the middle of it. It has enough space for guests to sleep, a computer room, and even a hangar.[/i]

    Size: Large; Toughness: 10; Features: Communications, Computer, Concealed, Fire Prevention System, Garage, Hangar, Isolated, Laboratory, Library, Living Space, Power System, Security System 2, Workshop

    [/quote]


    [b][u]Powers[/u][/b]: 6+4+1_1+13+1+4+2+4 = 36pp

    [i]All powers are of the genetic and mutation descriptors[/i]

    [b]Enhanced Dexterity 4 ([/b][i]Power Feats:[/i] Dodge Focus 2[b])[/b] [6pp]

    [b]Enhanced Constitution 4[/b] [4pp]

    [b]Immunity 2[/b] (disease, poison; [i]Flaws:[/i] Limited to half effect [-1]) [1PP]

    [b]Leaping 1[/b] (x2 distance, 46'/23'/11' w/ Skill Mastery Acrobatics) [1pp]

    [b]Regeneration 12[/b] (bruised 3/no action, injured 6/no action, staggered 1/20 mins, disabled 2/hr; Feats: Regrowth) [13pp]

    [b]Speed 1[/b] (10 MPH) [1pp]

    [b]Super-Movement 2[/b] (Wall-crawling 2 [full speed]) [4pp]

    [b]Super-Senses 2[/b] (Infravision, Low-Light Vision) [2pp]

[b]Super-Senses 4[/b] (Normal Olfactory, [i]Extras:[/i] Accurate 2, Acute, Tracking) [4pp]



    [b][u]DC Block[/u][/b]:

    Unarmed - 18/Toughness --- Bruised, Staged

    Unarmed/Sneak Attack - 20/Toughness, Bruised, Staged

    Geckorang - 20/Toughness --- Bruised, Staged, Ranged

    Geckorang/Sneak Attack - 22/Toughness --- Bruised, Staged, Ranged

    Pitchoo's Blast 10 - 25/Toughness --- Bruised, Staged, Area



    [b][u]Costs[/u][/b]: Abilities (36) + Combat (34) + Saves (11) + Skills (39) + Feats (43) + Powers (36) - Drawbacks (00) = 199/199 Power Points

Geez3r's on a roll

Link to comment

Oh, wow. Thanks, Geez, nice catch! Guess I'll dump 11 of those 12 free points back into Jill's Biological Manipulation Array:

Biological Manipulation Array 24 (48PP, Power Feats: Alternate Power 2) [50PP]

  • Healing 11 (Power Feats: Dynamic, Stabilize, Persistent, Regrowth, Extra: Restorative, Total) [48PP]

    AP Disease Touch 11 (Drain Fortitude 11, Power Feats: Accurate 2, Incurable, Slow Fade, Extra: Linked [Damage]) + (Damage 11, Extras: Alternate Save [Fortitude], Linked [Drain], Secondary Effect) [48PP]

    AP Create Object 10 (Power Feats: Dynamic, Progression 2 [25-foot cube/rank], Selective, Stationary, Tether, Extras: Impervious, Movable) [46PP]

That puts her at 164/165!

He keeps rolling

Link to comment

Some real simple ones this month, to keep up with PL limits.

Change the Dynamic AP of Strike to say

[b][u]Dynamic Alternate Power[/u]: Strike 11 ([/b][i]Feats:[/i] Accurate, Knockback 2, Mighty[b])[/b] [15PP][/list]
No actual pp cost change for the array, just updating the maximum it can be shifted to. And for actual pp spending: Add one Base Attack (2pp) one Base Defense (2pp) And under powers, add
[b]Toughness ([/b][i]Extras[/i]: Impervious[b])[/b] [2pp]
Which will bring my Toughness up to 11 And to round off all my points this month, change the Magnetism weakness to say
[b]Vulnerability ([/b]Magnetism, [i]Frequency:[/i] Uncommon, [i]Intensity:[/i] Minor [+1DC][b])[/b] [-1PP]

Geez3r ran out of clever things to say

Link to comment

Slick

13 PP to play with

1 PP for feat: Jack of All Trades (Should have had from beginning. He has been around a long time)

1 PP for feat: Power Attack

4 PP for Attack raised by 2 to +9 (Which means a trade off: +1 attack / -1 damage to caps)

2 PP for Defence raised by 1 to +8

2 PP for Constitution raised by 2 to 26 (raising toughness and fortitude saves to +8)

3 PP to buy regeneration: Bruised to 1/round without rest.

13 PP total.

After discovering that too few points were spent in skills, Cape requested that the Regeneration be dropped. Edits done by Geez3r

Link to comment

Dragonfly's edits!

Following her Vignette, she's revealed a complication: some powerful depressants (emphasis 'powerful'; alcohol, for instance, not being strong enough) and the occasional compound like Zombie Powder can start to regress her to happy-little-worker-bee status while she's under the effects, with somewhat lower doses of the same making her neurotic as she feels her mind start to slip backwards. I don't expect it to come up much, but figured it was worth adding in case she ever ended up in the hospital or something.

5pp to spend. One of those is devoted to The Lab, and is so noted in her Equipment.

The other four all get dumped into her gauntlets. That's five device points to spend; three of them are used to finally, finally buy Ablative off her Force Field.

One of the two remaining points is used to put Turnabout on her teleport (seems like a nice thing to have). The other is used to buy an AP on her spacial array: she now has a second damage power, a melee-range 'blade' of warped space that's especially effective against heavily-armored enemies. No mighty, though - the blade is more physics than physical, and doesn't benefit from extra strength being put behind it. (Not that it'd do her much good.) The save is the same as her original Blast, but has been noted in her DC Block.

[b][u]Characters Name:[/u][/b] Dragonfly

[b][u]Power Level:[/u][/b] 8 (128/128)

[b][u]Trade-Offs:[/u][/b] +2 Defense / -2 Toughness

[b][u]Unspent PP:[/u][/b] 0

[b][u]Gold Status:[/u][/b] 23/30


[b][u]In Brief:[/u][/b]

Bitter young genius out to apply her mind on [i]her[/i] terms, and no one else's.


[b][u]Alternate Identity:[/u][/b] Mara Hallomen

[b][u]Identity:[/u][/b] Secret

[b][u]Birthplace:[/u][/b] France (dual citizen, French/American)

[b][u]Occupation:[/u][/b] inventor; full-time hero

[b][u]Affiliations:[/u][/b] Ironclad

[b][u]Family:[/u][/b] Alexander 'Hollow Man' Hallomen (father)


[b][u]Age:[/u][/b] 18 (born December 1991)

[b][u]Gender:[/u][/b] female

[b][u]Ethnicity:[/u][/b] Caucasian

[b][u]Height:[/u][/b] 5'4"

[b][u]Weight:[/u][/b] "I can build death rays, you know."

[b][u]Eyes:[/u][/b] dark blue

[b][u]Hair:[/u][/b] dirty blonde


[b][u]Description:[/u][/b]

On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Very often what she's wearing hasn't been washed recently. Makeup is practically a foreign concept.


When out fighting crime her outfit is a little more clean and constant: slim black pants, a short grey jacket with a stylized black dragonfly on the back, and her devices - currently a pair of large, heavy-looking high-tech gauntlets, a high-tech flexible chestpiece and belt, and a large headset which covers both ears and has a translucent blue visor over her upper face. She prefers boots with a little bit of heel to them – they're not very practical, but she's self-conscious about her height (especially when confronting criminals or working with your standard 6' bombshell heroine).


[b][u]Power Descriptions:[/u][/b]

When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even under her visor, which obscures most of her features). Failed attempts to penetrate her Mental Immunity are met with psychic 'static', resistance, and unintelligible echoes of her multiple running thoughts.


Her technology-based spacial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her gauntlets emit at the seams and glasswork when charged.


[b][u]History:[/u][/b]

In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – 'hollow' – rooms. What customers only very rarely know is where most of the new and custom items came from. 


Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother's ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother died (something he calmly claims he had nothing to do with, of course) she fell into his care.


Little Mara Hallomen indeed was predicted to be brilliant when she grew older but that simply wouldn't be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information, her only human contact a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways science could not. Even this was cold comfort, however: anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist. 


Kept docile, driven, and borderline insane as an intended side-effect of her constant  'health treatments', the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings.


Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms.


[b][u]Personality & Motivation:[/u][/b]

Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of assorted substances that are even now still washing out of her system) can make her snide and irate.


Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. It's occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism's just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets.


[b][u]Powers & Tactics:[/u][/b] 

Mara dabbles in many areas of technology but most of her combat tech is based on spacial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation.


When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage.


[b][u]Complications:[/u][/b]

[b]Enemy:[/b] The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items has vanished the more and more flexible he gets as long as she's alive and her head's in one piece.

[b]Hatred:[/b] People taking advantage of children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers.

[b]Legacy:[/b] Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her.

[b]Secret:[/b] Identity.

[b]Side-Effects:[/b] Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her.

[b]Visor:[/b] The visor device communicates most of its powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc).


[b][u]Stats:[/u][/b] 0+4+0+12+2+2 = 20pp

Str: 10 (+0)

Dex: 14 (+2)

Con: 10 (+0)

Int: 22 (+6)

Wis: 12 (+1)

Cha: 12 (+1)


[b][u]Combat:[/u][/b] 8+8 = 16pp

Initiative: +6

Attack: +4, +8 Gauntlets

Grapple: +5

Defense: +10/+4 (+4 Base, +6 Shield), +2 Flat-Footed

Knockback: -0 Base, -3 with Force Field


[b][u]Saves:[/u][/b] 4+4+6 = 14pp

Toughness: +0 Base, +6 with Force Field (+0 Con, +6 Force Field)

Fortitude: +4 (+0 Con, +4)

Reflex: +6 (+2 Dex, +4)

Will: +7 (+1 Wis, +6)


[b][u]Skills:[/u][/b] 68r = 17pp

Computers 10 (+16)

Concentration 4 (+5)

Craft (electronic) 9 (+15)

Craft (mechanical) 9 (+15)

Knowledge (physical sciences) 10 (+16)

Knowledge (technology) 10 (+16)

Languages 3 (English [native], French, Japanese, Russian)

Notice 4 (+5)

Perform (stringed instruments) 9 (+10)


[b][u]Feats:[/u][/b] 14pp

Ambidexterity

Benefit (wealth)

Eidetic Memory

Equipment 4 (20ep)

Fearless

Inventor

Luck

Master Plan

Online Research

Skill Mastery (Computers, Craft (electronic), Craft (mechanical), Notice)

Speed of Thought


[quote name="Equipment"]Masterwork Double Bass [1ep]


Masterwork Violin [1ep]


Multitool [1ep]


The Lab (1pp contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=2&t=4400]The Lab[/url]) [5ep]


Warehouse HQ [12ep]

[device][i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i]

Size/Medium

Toughness/10

Concealed

Computer

Defense System

Fire Prevention System

Garage

Laboratory

Living Space

Power System

Security System

Workshop[/device][/quote]


[b][u]Powers:[/u][/b] 2+4+31+6+4 = 47pp


[b]Datalink 2 ([/b]100ft, mental; mutation[b])[/b] [2pp]


[b]Device 1 ([/b]Visor, 5dp; technology; [i]Flaws:[/i] Easy to Lose; [i]Feats:[/i] Restricted [Datalink][b])[/b] [4pp]

[i]A blue, obscuring visor attached to two ear-covering mounts and covering much of the upper face. It requires the wearer to have Datalink to be used properly.[/i]

[device][b]Super-Senses ([/b]Radio; Uncanny Dodge[b])[/b] [2dp]


[b]Super-Senses ([/b]Visual; Analytical 2, Infravision[b])[/b] [3dp][/device]

[b]Device 7 ([/b]Gauntlets, 35dp; technology; [i]Flaws:[/i] Hard to Lose; [i]Feats:[/i] Accurate 2, Restricted [Datalink][b])[/b] [31pp]

[i]A pair of heavy, high-tech gauntlets capable of warping and folding space. They require the wearer to have Datalink to be used properly.[/i]

[device][b]Spacial Array 8 ([/b]16pp array; spacial; [i]Feats:[/i] Alternate Power 2[b])[/b] [18dp]
[list]
[b]Damage 8 ([/b]blast; [i]Extras:[/i] Range [Ranged][b])[/b] [16/16]


[b]Damage 8 ([/b]spacial 'blade'; [i]Extras:[/i] Penetrating[b])[/b] [16/16]


[b]Dimensional Pocket 7 ([/b]25,000lbs; [i]Feats:[/i] Progression 1[b])[/b], [b]Enhanced Feat ([/b]Quick Change[b])[/b] [15+1= 16/16][/list]

[b]Protection 6 ([/b]spacial; [i]Extras:[/i] Force Field (+0); [i]Feats:[/i] Selective[b])[/b] [7dp]


[b]Shield 6 ([/b]spacial[b])[/b] + [b]Enhanced Feat ([/b]Evasion[b])[/b] [6+1= 7dp]


[b]Teleport 1 ([/b]100ft; spacial; [i]Feats:[/i] Turnabout[b])[/b] [3dp][/device]

[b]Immunity 10 ([/b]Mental Effects; [i]Flaws:[/i] Limited [Half]; [i]Feats:[/i] Innate[b])[/b] [6pp]


[b]Quickness 6 ([/b]x100; [i]Flaws:[/i] One Type [Mental]; [i]Feats:[/i] Innate[b])[/b] [4pp]


[b][u]DC Block:[/u][/b]

[code]Unarmed                  15 DC/Toughness                        damage

Blast, Blade             23 DC/Toughness                        damage

Pocket                   17 DC/Reflex                           trapped 

                         17 DC/Will, -1 per save failed         to escape (Dimensional Movement grants automatic escape)
Costs: Abilities (20) + Combat (16) + Saves (14) + Skills (17) + Feats (14) + Powers (47) - Drawbacks (0) = 128pp

Edits done by Geez3r

Link to comment

Ironclad

:arrow: Lose Secret Identity Complication.

:arrow: Lose Accurate Attack, Precise Shot, and Minion x5. Buy Equipment 1 and Eidetic Memory.

[quote name=Equipment]5 EP donated to the Lab.[/quote]
:arrow: Another rank of Device on the Battlesuit, bringing it up to Device 14. Adding Enhanced Feat 5 (Accurate Attack, All-Out Attack, Defensive Attack, Power Attack, Precise Shot) [5 PP] and Enhanced Feat 2 (Improvised Tools, Quick Change) [2 PP]. Lose Super-Movement. Switching Strike out for the latest version. Lose Communication Link from S-Sense, grab Distance Sense.
[b]Device 14[/b] (Battlesuit; Technology; Hard to Lose; [i]Feats:[/i] Accurate 2; 70 PP) [58 PP]

[device][i]All effects have the Technology descriptor[/i]

[b]Weapon Array 9.5[/b] ([i]Feats[/i] Alternate Power x2) [21 PP]

[list][u]BE:[/u] [b]Blast 9[/b] (Particle beams; [i]Feat:[/i] Ranged Disarm) [19 PP] -- [i]Wrist Blasters[/i]

[u]AP:[/u] [b]Strike 9[/b] (Magnetic/Nuclear Force; [i]Feat:[/i] Improved Critical) [10 PP] + [b]Drain Toughness 9[/b] (Magnetic/Nuclear Force) [9 PP] -- [i]Disruptor Field[/i]

[u]AP:[/u] [b]Super-Strength 9[/b] (Effective Str 55; 8 tons/16 tons/24 tons/48 tons; [i]Feat:[/i] Counter Punch) [19 PP] -- [i]Servos[/i][/list]

[b]Feature 4[/b] (Computer; Library, communications, computers, holo-projector) [4 PP]

[b]Flight 5[/b] (Magnetic; 250 MPH/2,500 feet per Move action; [i]Feat:[/i] Subtle) [11 PP]

[b]Enhanced Feat 5[/b] (Accurate Attack, All-Out Attack, Defensive Attack, Power Attack, Precise Shot) [5 PP]

[b]Enhanced Feat 2[/b] (Improvised Tools, Quick Change) [2 PP]

[b]Immunity 11[/b] (Armor; Life Support, Critical Hits) [11 PP][color=#FF0000][/color]

[b]Protection 9[/b] [9 PP]

[b]Super-Senses 3[/b] (Satellite link; Distance sense, direction sense, time sense) [3 PP]

[b]Super-Senses 2[/b] (Radius, darkvision) [2 PP][/device]
:arrow: Buy off Drawback: Normal Identity. :arrow: Updated DC Block
[b][u]DC Block:[/u][/b]

ATTACK       RANGE     SAVE    EFFECT

Unarmed --- Touch --- Toughness (Staged) --- Damage

Blast --- Ranged --- Toughness (Staged) --- Damage

Disruptor Field --- Touch --- DC 24 Fortitude (Staged) --- Drain Toughness

                  Touch --- DC 24 Toughness (Staged) --- Damage

Edits done by Geez3r, though due to discovered errors, you have spent 123/127 pp

Link to comment

Supercape

7 PP to play with.

Firstly, I should loose the disguise skill: never used it, never will. It crept in when I first designed SC as a slightly more cunning character. He has developed into a buffoon and I doubt he could disguise his way out of a paper bag. He has no style. It just don't fit him. 1 PP for loosing this.

1 PP goes towards the incoming "Lab", communal HP (as discussed in various threads) for brainiacs.

5 PP Boosting up Energy Sense: 2 PP makes it accurate (all radio senses).

Detect [energy] is too broad really (I cheesed this in retrospect). Change this to Detect [EM radiation]

The other 3 PP are detect radio senses: Detect [Electricity], Radar Sense, and Radio sense.

2 PP Linked immunity: Radiation and Vacuum to his Forcefield.

That should be all PP spent.

Lastly, a complex one (sorry) which is a much more efficient build.

Loose the Teleport power as an AP for flight.

Instead, it becomes "Quantum Hole", an AP of his radiation array, a linked power:

Alternate Power: Teleport 20 "Anywhere in the universe" (Flaws: Long Range' PFs: Change Velocity, Change Direction, Progression (Mass) 3 [1000lbs]) + ESP 20 "Anywhere in the universe" (Radio senses PFs: Dimensional 2 (any non-mystic), Subtle) + Supermovement 2 (Dimensional 2 [Any non-mystic] PFs: Progression (Mass) 2 [1000lbs])

Quantum Hole is 23 + 25 + 7 = 54 PP. Just under!

Fear not, this is no bathroom mentalist. Whilst he can scan the universe, as its tucked into his perception range array, he can't launch attacks at the same time. I always wanted him to be mentally create some kind of quantum teleportation or entanglement thingy from different points of the universe, but his perception range attacks would make this a little hard to justify. Tucking into an array to make them mutually exclusive was the answer. I slap my forehead and say "D'oh".

Geez3r'd

Link to comment

Razorwing Edit

Fixed spelling errors and added a bit of fluff, nothing major. The kid has 6 points to play with.

Skills

Added 8 ranks to Drive.

Added 4 ranks to Investigate, Knowledge (streetwise), and Search.

PP Spent = 5

Feats

Add Acrobatic Bluff, Fascinate (Intimidate).

Remove Master Plan, Power Attack, Skill Mastery, Startle.

PP Spent = -2

Equipment

Added some free equipment to the utility belt (camera, digital audio recorder) and switched out Masterwork Mechanical Tool Kit for Handcuffs.

Drawbacks

Remove Vulnerable (electromagnetic radiation).

PP Spent = 3

[b][u]Characters Name[/u][/b]: Razorwing[floatr][img=http://i482.photobucket.com/albums/rr184/lerciferus/nightwing113-2-1-1-1-1.jpg][/floatr]

[b][u]Power Level[/u][/b]: 11 (172/172pp)

[b][u]Trade-Offs[/u][/b]: +1 Attack for -1 Damage, +1 Defense for -1 Toughness

[b][u]Unspent PP[/u][/b]: 0

[b][u]Gold Status[/u][/b]: 22/30


[b][u]In Brief[/u][/b]: A ninja-commando trained for urban warfare.


[b][u]Alternate Identity[/u][/b]: Kristian Elliot Gerber

[b][u]Identity[/u][/b]: Secret

[b][u]Birthplace[/u][/b]: Freedom City, New Jersey

[b][u]Occupation[/u][/b]: none

[b][u]Affiliations[/u][/b]: Interceptors (reserve member)

[b][u]Family[/u][/b]: James Gerber (father, deceased), Cynthia Schwartz-Gerber (mother, deceased)


[b][u]Age[/u][/b]: 17 (born March 12, 1993)

[b][u]Gender[/u][/b]: Male

[b][u]Ethnicity[/u][/b]: Caucasian

[b][u]Height[/u][/b]: 5'9"

[b][u]Weight[/u][/b]: 160 lbs

[b][u]Eyes[/u][/b]: Blue

[b][u]Hair[/u][/b]: Black


[b][u]Description[/u][/b]: Kristian Gerber is in remarkable physical condition, his body honed by years of constant exercise, weightlifting, and acrobatics.  He has a number of scars across his body, silent reminders of his time spent as Ronin's apprentice.  His normal attire consists of BDU pants and combat boots accompanied by heavy metal t-shirts and a well-worn black military cap.  As a note of interest, Kristian and the dimensionally-displaced teen hero known as Elite share a strikingly similar appearance, so much so that a casual observer could mistake them for twin brothers.


[b][u]History[/u][/b]: Some time during the 1970's, two extremely gifted teenagers thought to take up the war on crime. This dynamic duo, Cardinal (James Gerber) and Blackbird (Cynthia Schwartz), battled against the seedy underbelly of New York City for years at the side of the dark avenger Raven, eventually falling in love with one another. When the Moore Act was passed in the 1980's, James chose to leave New York to help the few remaining heroes of Freedom City battle against the scum and villainy that plagued the once proud city while Cynthia stayed in New York to finish college. Dropping his happy-go-lucky demeanor and his flamboyant costume, James crafted a new identity for himself; one more suited to the social, economic, and anti-heroic theme of the day. Based upon a myth from the fabled lands of Shangri-La, the vigilante Razorwing cut a swathe of justice through Freedom City. As an on-again, off-again member of the group FORCE Ops, James Gerber found himself falling deeply into the darkest places of his soul and questioning the terrible things he was doing in the name of justice. Unable to handle the pressure anymore, James hung up his costume and returned to New York City a broken man. If it weren't for the love and support of his former friend and confidant Cynthia, now a criminal psychologist, he would have remained a husk of the man he once was. After renewing their friendship the two became romantic once more, married, and moved out to Freedom City when Mayor Moore was exposed for the crook he really was. Soon Cynthia Schwartz-Gerber was with child, and she gave birth to her son during the "Storm of the Century" in 1993.


When the city was attacked by an unknown alien force, James did not hesitate to don the guise of Razorwing one last time to aid his fellow heroes in pushing back the extra-dimensional legions at Omega's command, and he gave his life so that so many others may live. In the aftermath of the Terminus Invasion, Cynthia became very sick. After years of battling a rare form of leukemia, she succumbed to her illness when her son was nearly six years old. Kristian became a dark and brooding introvert, bouncing from foster home to foster home and prone to violent outbursts.


On the evening before his tenth birthday he was startled out of bed by a powerful hand gripping his mouth and a cold, emotionless voice whispering from the darkness of the room, [b]"I knew your old man, and his son deserves better than this."[/b] The next six and a half years of his life were filled with physical and mental conditioning, combat drills, obedience training, and survival tests all administered by a single figure clad in full body armor known to him only as "Ronin".


With his brutal yet thorough training nearly complete, Ronin gifted the young man with a suit of combat armor resembling his father's costume, a grapple gun, utility belt, and a custom motorcycle to aid him in his final test: infiltrate the Labyrinth and recover any data detailing the past of the mercenary group known as Nemesis. To this end, Ronin used his connections to have the boy placed in Ev Prep, the front for the nefarious training camp known as the Shadow Academy.


Shortly after his arrival Razorwing set forth to complete his mission under the cover of night. Finding an entrance to a high-tech laboratory deep beneath the grounds of Ev Prep, Razorwing successfully retrieved the data he was sent to obtain, though not without tripping an alarm. Narrowly avoiding an all-out confrontation with the students and faculty of the Shadow Academy, he delivered his package at the drop-off point, only to be ambushed by Ronin! The mercenary took the data disc and left the beaten and battered Razorwing with one final message before he departed: [b]"Sorry kid, no loose ends."[/b] Cast out by his former mentor, he was all alone in a world he hardly understood.


[b][u]Personality & Motivation[/u][/b]: Many would describe Kristian Gerber as a violent sociopath. His life before Ronin's tutelage was lacking in the qualities that led to the healthy psychological development of a child, and his intense training at the hands of a merciless gun-for-hire did nothing to amend that. He had always thought of himself as a weapon forged to do battle at the whims of the highest bidder, but now he feels he has a new purpose. Razorwing has decided to use his skills and fighting abilities to combat the injustices of the world that he himself had once committed.


[b][u]Powers & Tactics[/u][/b]: Razorwing is a skilled acrobat, detective, martial artist, and technical prodigy.  He uses his utility belt's array of weaponry and grapple gun to full advantage to even the playing field against his adversaries before going in close for the finish. His armored jumpsuit possesses a set of retractable glider wings that allow for aerial mobility and the mask houses an advanced communication suite and night vision capabilities. The grapple gun is a prototype that was mothballed due to an unpractical cost and lack of demand, researched and developed by ASTRO Labs. His subterranean headquarters, a forgotten fallout shelter from the days of the Red Scare refitted to his personal taste and needs, is located a few miles southwest of the municipal landfill.


At the request of the Seven Shadows' Path ninja clan, whom Kristian studied under when Ronin taught him the secret arts of [i]ninjutsu[/i], he allowed himself to become host a for a "spiritual egg" of the [i]Tachisukumu no Kageryu[/i], [i]Kamisorihane [/i](Shadow Dragon of Fear, Razorwing), after besting the mythological beast in spiritual combat. It is prophesied that a grand tournament will be held between champions of the [i]Kageryu [/i]and other pseudo-deities for control of Shangri-La, and only those born of the material world who share a mystical bond with one of these powerful beings may compete.


[b][u]Complications[/u][/b]:

[i]Enemies[/i]: Although Ronin is easily Razorwing's most powerful enemy, his rogue's gallery includes the Shadow Academy and a rogue faction of the Seven Shadows' Path ninja clan that believe he is unworthy of the honor placed upon him.


[i]Reputation[/i]: Razorwing's tactics and philosophy on fighting are simple: put them down, hard and fast. This, coupled with his penchant for violence, has earned him a reputation as a vigilante.


[i]Secret[/i]: Although it isn't widely know, Razorwing was once the apprentice of one of the most feared assassins and mercenaries in the world, Ronin. 


[i]Temper[/i]: Razorwing's temper often gets the better of him, causing him to lose control when provoked or humiliated.


[b][u]Abilities[/u][/b]: 6 + 8 + 6 + 8 + 4 + 4 = 36pp

Str: 16 (+3)

Dex: 18 (+4)

Con: 16 (+3)

Int: 18 (+4)

Wis: 14 (+2)

Cha: 14 (+2)


[b][u]Combat [/u][/b]: 20 + 20 = 40pp

Initiative: +12

Attack: +10, +11 (melee, shuriken, smoke pellets, thrown knife), +12 (grapple gun, knife, nunchaku)

Grapple: +14

Defense: +10, +12 Dodge Focus (+5 flat-footed)

Knockback: -5 (-3 flat-footed)


[b][u]Saves [/u][/b]: 7 + 6 + 6 = 19pp

Toughness: +10 (+6 flat-footed; +3 Con, +3 armored jumpsuit, +4 Defensive Roll)

Fortitude: +10 (+3 Con, +7)

Reflex: +10 (+4 Dex, +6)

Will: +8 (+2 Wis, +6)


[b][u]Skills [/u][/b]: 124r = 31pp

Acrobatics 16 (+20)

Computers 16 (+20)

Disable Device 16 (+20)

Drive 8 (+12)

Gather Information 8 (+10)

Intimidate 8 (+10)

Investigate 8 (+12)

Knowledge (streetwise) 8 (+12)

Languages 2 (English [native], Japanese, Russian)

Notice 8 (+10)

Profession (mercenary) 2 (+4)

Search 8 (+12)

Stealth 16 (+20)


[b][u]Feats [/u][/b]: 35pp

Acrobatic Bluff

Attack Focus (melee)

Beginner's Luck

Defensive Roll 2

Dodge Focus 2

Elusive Target

Equipment 10

Evasion

Fascinate (Intimidate)

Fearless

Hide In Plain Sight

Improved Initiative 2

Jack-of-All-Trades

Luck 

Ninja Run

Precise Shot

Quick Draw

Sneak Attack 4

Takedown Attack

Uncanny Dodge (auditory)


[quote name="Equipment"]

[i][u]Headquarters[/u][/i]

[b]Size[/b]: Medium, [b]Toughness[/b]: +15; [b]Features[/b]: Communications, Computer, Concealed 2, Garage, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System 2, Workshop [18ep]


[i][u][url=http://i482.photobucket.com/albums/rr184/lerciferus/b-king-concept.jpg]Razorcycle[/url][/u][/i]

[b]STR [/b]20, [b]SPD [/b]5, [b]DEF [/b]10, [b]TOU [/b]+10, [b]SIZE[/b]: Medium; [b]Features[/b]: Alarm 2, Masterwork, Subtle [16ep]


[i][u][url=http://i482.photobucket.com/albums/rr184/lerciferus/utility_belt.jpg]Utility Belt[/url][/u][/i]

binoculars, caltrops, camera, commlink, digital audio recorder, flashlight, gasmask, handcuffs, masterwork electronic tool kit, masterwork first aid kit, masterwork forensics kit, masterwork lockpick set, multi-tool, PDA, rebreather [8ep]


[i][u]Weapon Array[/u][/i] [8ep]

-BE: [b]Blast 1[/b] (shuriken; [i]Extras[/i]: Autofire; [i]Power Feats[/i]: Alternate Power 3, Masterwork, Subtle) [5]

-AP: [b]Obscure 2[/b] (visual) (smoke pellets; [i]Extras[/i]: Independent; [i]Power Feats[/i]: Masterwork) [5]

-AP: [b]Strike 2[/b] (knife; [i]Power Feats[/i]: Masterwork, Mighty, Thrown) [5]

-AP: [b]Strike 2[/b] (nunchaku; [i]Power Feats[/i]: Masterwork, Mighty, Twin Strike) [5][/quote]

[b][u]Powers[/u][/b]: 8 + 3 + 1 + 1 +1 = 14pp

[b]Device 2[/b] (armored jumpsuit, hard to lose) [8pp]

[device][b]Communication 6[/b] (radio) (encrypted commlink, technology; [i]Flaws[/i]: Action [Move]; [i]Power Feats[/i]: Subtle; [i]Drawbacks[/i]: Power Loss [must be able to gesture, uncommon, minor]) [3dp]


[b]Flight 2[/b] (glider wings; [i]Flaws[/i]: Gliding; [i]Power Feats[/i]: Subtle; [i]Drawbacks[/i]: Power Loss [if wings are immobilized, uncommon, minor]) [2dp]


[b]Protection 3[/b] (kevlar) [3dp]


[b]Super-Senses 2[/b] (darkvision) (active infrared, technology) [2dp][/device]

[b]Device 1[/b] ([url=http://i482.photobucket.com/albums/rr184/lerciferus/grapplegun.jpg]grapple gun[/url], easy to lose) [3pp]

[device][b]Snare 5[/b] ([i]Flaws[/i]: Limited [one target Snared at a time]; [i]Power Feats[/i]: Accurate, Alternate Power, Improved Throw, Reversible, Tether; [i]Drawbacks[/i]: Reduced Range 2, Vulnerable [slashing damage, very common, minor]) [5dp]

-AP: [b]Speed 1[/b] ([i]Extras[/i]: Linked [+0]) [1] and [b]Super-Movement 2[/b] (slow fall, swinging) ([i]Extras[/i]: Linked [+0]) [4][/device]

[b]Leaping 1[/b] (ninja training)[1pp]


[b]Quickness 1[/b] (ninja training) [1pp]


[b]Speed 1[/b] (ninja training) [1pp]


[b][u]Drawbacks[/u][/b]

Nightmares (very common, minor) [-3pp]


[b][u]DC Block:[/u][/b]

[code]ATTACK       RANGE     SAVE                      EFFECT

grapple gun  Ranged    DC15 Reflex          Entangled (Staged)

knife        Ranged    DC19 Toughness       Damage (Staged)

knife        Touch     DC20 Toughness       Damage (Staged)

nunchaku     Touch     DC20 Toughness       Damage (Staged

shuriken     Ranged    DC16 Toughness       Damage (Staged)

unarmed      Touch     DC18 Toughness       Damage (Staged)
Costs: Abilities (36) + Combat (40) + Saves (19) + Skills (31) + Feats (35) + Powers (14) - Drawbacks (3) = 172/172 pp

Edits done by Geez3r

Link to comment

So, Cannonade's hit PL8. We all know what this means -- time to raise caps.

Okay, so...

-1 PP to buy Dodge Focus up to 2.

-1 PP to buy Attack Focus (Melee) up to 4.

-2 PP to buy Enhanced Strength up to 9.

-2 PP to buy Enhanced Constitution up to 12.

-2 PP to buy Impervious Toughness up to 9.

Huh. That appears to be the entire 8 right there.

Edits Done by Geez3r

Link to comment

Slick

13 PP to play with

1 PP for feat: Jack of All Trades (Should have had from beginning. He has been around a long time)

1 PP for feat: Power Attack

4 PP for Attack raised by 2 to +9 (Which means a trade off: +1 attack / -1 damage to caps)

2 PP for Defence raised by 1 to +8

2 PP for Constitution raised by 2 to 26 (raising toughness and fortitude saves to +8)

3 PP to buy regeneration: Bruised to 1/round without rest.

13 PP total.

Why is Slick suddenly developing regenerative capabilities?

Link to comment

Atlas

+2 Enhanced Strength

This will change his effective strength to the following (located under his Super-Strength in the Protean Might Array)

Effective Lifting Strength 104 (Light: 7,600 tons, Medium: 15,000 tons, Heavy: 23,000 tons, Maximum: 46,000 tons, Push/Drag: 115,000 tons - Heavy Load example: ocean liner, large bridge)

[b][u]Abilities:[/u][/b] 14+0+14+0+0+4=32PP

Str: 24/36/44 (+7/+13/+17)

Dex: 10 (+0)

Con: 24/38/42 (+14/+16)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 14 (+2)



[b][u]Combat:[/u][/b] 8+4=12PP

Attack: +4 Base (+3 Large AltForm, +5 Small AltForm), +9 melee (+8 w/Growth, +10 w/Shrinking)

Grapple: +16, +21 w/ Enhanced Strength, +29 w/Growth, +17 w/Shrinking (+11 to any with Full Super-Strength)

Defense: +6 (+2 Base, +4 Dodge Focus), +5 w/Growth, +7 w/Shrinking, +1 Flat-Footed

Knockback: -3 (no powers), -13 w/ Powers, -18 w/Growth, - 9 w/Shrinking

Initiative: +0



[u][b]Saves[/b][/u]: 0+5+8=13PP

Toughness: +18/+16/+14/+7 (+16/+14/+7 Con, +2 other) (Impervious 10/0)

Fortitude: +16/+14 (+16/+14 Con, +0)

Reflex: +5 (+0 Dex, +5)

Will: +8 (+0 Wis, +8)



[u][b]Skills:[/b][/u] 72r = 18PP

Diplomacy 8 (+10)

Disguise 0 (+2, +32 Morph)

Gather Info 8 (+10)

Handle Animal 8 (+10)

Intimidate 15 (+17, +15 w/Shrinking, +19 w/Growth)

Knowledge: Streetwise 8 (+8)

Language 1 (English, Russian [Native])

Notice 9 (+9)

Sense Motive 8 (+8)

Survival 7 (+7)



[u][b]Feats:[/b][/u] 21PP

Accurate Attack

All-Out Attack

Attack Focus Melee 5

Dodge Focus 4

Improved Grab

Interpose

Last Stand

Luck 3

Power Attack

Startle

Takedown Attack 1

Ultimate Toughness



[b][u]Powers:[/u][/b] 13+12+14+2+12+1+31+17=102PP


[b]Comprehend 2[/b] (Languages; Speak/Understand Any) [4pp] [u]LINKED[/u] [b]Communication 4[/b] (Mental, 1 mile, [i]Extras:[/i] Two-Way) [8pp]

* [u]AP[/u]: [b]Mind Reading 16[/b] [i]Flaws[/i]: Range 2 [Touch], Requires Grab [4pp] [u]LINKED[/u] [b]Drain Wisdom 16[/b] [i]Extras:[/i] Alternate Save (Will) [i]Flaws[/i]: Requires Grab [8pp]


[b]Enhanced Strength 12[/b]  [12pp]


[b]Enhanced Constitution 14[/b]  [14pp]


[b]Immunity 2[/b] (critical hits)  [2PP]


[b]Protection 2[/b] [i]Extras:[/i] Impervious Toughness 10 [12pp]


[b]Regeneration 1[/b] (True Resurrection 1 [1/week]) [1PP]


[b] Protean Might Array 12 ([/b]24PP, [i]Feats:[/i] Alternate Power [Dynamic] 3, Dynamic 4[b])[/b] [31 pp]

* [u]BED[/u]: [b]Super-Strength 11[/b] ([i]PF[/i]: Freeze Breath [Cone Snare], Shockwave) {24}

Effective Lifting Strength 104 (Light: 7,600 tons, Medium: 15,000 tons, Heavy: 23,000 tons, Maximum: 46,000 tons, Push/Drag: 115,000 tons - Heavy Load example: ocean liner, large bridge)

* [u]DAP[/u]: [b]Healing 11[/b] ([i]Feats:[/i] Persistent, Regrowth, [i]Extras:[/i] Total, [i]Flaws:[/i] Personal) {24}

* [u]DAP[/u]: [b]Leaping 24[/b] ([/b]x100,000,000, 20 rounds[b])[/b] {24}

* [u]DAP[/u]: [b]Morph 6[/b] (+30 Disguise, any form, [i]Extras:[/i] Duration [Continuous]) {24}


[b]Growth 4[/b] (Large; +8 Str, +4 Con; [i]Extras[/i]: Duration/Continuous) (PF: 1 Alternate Power) [17]

* [u]AP[/u]: [b]Shrinking 4[/b] (Small, +1 Attack, +1 Defense, -4 Grapple, +4 Knockback, -2 Intimidate, +4 Stealth, 3/4 Strength [Carry Capacity], [i]Feats:[/i]  Normal Movement, Normal Toughness, [i]Extras:[/i]  Duration [Continuous], Normal Strength)  [14PP]



[u][b]Drawbacks:[/b][/u] 0pp




DC Block:

[code]Unarmed (unpowered)  ------------- 22/Toughness ------------------------- Bludgeoning

Unarmed (Small/Medium size)------------ 28/Toughness--------------------------- Bludgeoning

Unarmed (Large Size) --------------------- 32/Toughness -------------------------- Bludgeoning

Shockwave (120ft cone) ------------------ 23/Reflex, 28 Toughness ------------- Bludgeoning

Freeze Breath (120ft cone) --------------- 23/Reflex, 28/Reflex ----------------- Snare
Costs: Abilities (32) + Combat (12) + Saves (13) + Skills (18) + Feats (21) + Powers (102) - Drawbacks (00) = 198/198 Power Points

Sandvich'd, er, Doktor'd

Link to comment

Gabriel Edit

PP to spend: 3

First, to represent Carson working out a bit, and trying to be better prepared for dealing with enemies in close, as well as to better carry victims out of danger:

2PP spent

Str 10 (+0)
becomes
Str 12 (+1)
Next, revamping his Sonic Array a bit. Cleaning up, adding descriptors, making it easier to modify, as well as spending a point to allow some various tricks. 1PP spent
[b]Sonic Control 11[/b] (22PP Array; [i]Feats[/i]: Alternate Power 8) [30PP] (sonic, mutation)


      [u] Base Power[/u]:[b] Dazzle 11 ([/b]Audio Senses; [i]Extras[/i]: Area [General, 55-ft. radius Burst][b])[/b] [21/22PP]


      [u]Alternate Power[/u]: [b]Blast 11 ([/b]Sonic Blast[b])[/b] [22/22PP]


      [u]Alternate Power[/u]: [b]Communication 9 ([/b]Audio [ventriloquism], 20,000 miles; [i]Extras[/i]: Area; [i]Feats[/i]: Selective, Subtle 1[b])[/b] [20/22PP]


      [u]Alternate Power[/u]: [b]Confuse 11 ([/b][i]Feats[/i]: Reversible[b])[/b] [12/22PP]


      [u]Alternate Power[/u]: [b]Emotion Control 11[/b] [22/22PP]


      [u]Alternate Power[/u]: [b]Flight 10 ([/b]total Flight 11; 25,000mph / 250,000ft per Move Action[b])[/b] [20/22PP]


      [u]Alternate Power[/u]: [b]Nauseate 11 ([/b][i]Feats[/i]: Alternate Power 1[b])[/b] [22/22PP]


      [u]Alternate Power[/u]: [b]Paralyze 11 ([/b][i]Feats[/i]: Alternate Power 1[b])[/b] [22/22PP]


      [u]Alternate Power[/u]: [b]Paralyze 11 ([/b][i]Extras[/i]: Range [Ranged]; [i]Flaws[/i]: Action [Full-Round Action][b])[/b][22/22PP]
Modified DC Block below:
        ATTACK               SAVE                      EFFECT

        Unarmed              16 Toughness (Staged)     Damage


        Weighted Gloves      18 Toughness (Staged)     Damage


        Blast                26 Toughness (Staged)     Damage


        Confuse              21 Will                   Confused


        Dazzle               21 Reflex                 1/2 Effect

                             21 Reflex

                             21 Fortitude              Deafened


        Emotion Control      21 Will (Staged)          Emotion Control


        Nauseate             21 Fortitude (Staged)     Sickened/Nauseated/Helpless


        Paralyze             21 Will (Staged)          Slowed/Paralyzed

So, should have all PP spent, DC block updated, etc.

Edits done by Geez3r

Link to comment

Edits for Gossamer, using 4 PP"

1pp for Grappling Finese

1pp for Well-Informed

2pp for Equipment, broken down as follows:

a) 1pp goes to the Brainac's for the Lab

B) 1pp goes to here new residence/HQ

[quote][b][u]Gossamer's Loft[/u][/b]

[b]Size:[/b] Small +0 (0EP)


[b]Toughness:[/b] +5 (0EP)


[b]Features:[/b]Gym, Library, Living Space, Pool,  Security System (5EP)[/quote]


[b]Total Cost:[/b] 1PP (5EP)

Done by Geez3r

Link to comment

Okay, Phantom.

First, changing her Combat block: (Taking her from 30pp, to 22 spent in it)

Combat: (12+10=22 pp)

Attack: +6, +12 Blast/Stun, +12 Telekinesis

Grapple: +6, +34 Telekinesis

Defense: +5/+9, +2 Flat-Footed

Knockback: -0, -16 Force Field

Initiative: +0

[b][u]Combat[/u][/b]: (12+10=22 pp)

[b]Attack[/b]: +6, +12 Blast/Stun, +12 Telekinesis

[b]Grapple[/b]: +6, +34 Telekinesis

[b]Defense[/b]: +5/+9, +2 Flat-Footed

[b]Knockback[/b]: -0, -16 Force Field

[b]Initiative[/b]: +0

Saves need to go up as well to the following: (from 7pp spent in it to 11PP)
Saves: (5+0+6=11pp) Toughness: +19 (Impervious 12), +5 w/o Force Field Fort: +10 (+5 Con, +5) Reflex: +0 (+0 Dex, +0) Will: +11 (+5 Wis, +6)
[b][u]Saves[/u][/b]: (5+0+6=11pp)

[b]Toughness[/b]: +19 (Impervious 12), +5 w/o Force Field

[b]Fort[/b]: +10 (+5 Con, +5)

[b]Reflex[/b]: +0 (+0 Dex, +0)

[b]Will[/b]: +11 (+5 Wis, +6)
Then, I'm going to change her feats. From 9PP spent to 12PP
Feats: (12pp) Benefit (Wealth) Dodge Focus x4 Equipment 4 (Points in joint HQ w/ Avenger) Fearless Quick Change 2
[b][u]Feats[/u][/b]: (12pp)

Benefit (Wealth)

Dodge Focus x4

Equipment 4 (Points in joint HQ w/ [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=1469]Avenger[/url])

Fearless

Quick Change 2
And then the big one, her array:
Magic Array 21 (Magic; 56 pp; PF: Alternate Power x 12) [68 pp] BE: Blast 16 (Eldritch Blast; Extra: Affects Corporeal; PFs: Accurate 6, Affect Insubstantial x 2) {56} AP: Comprehend 8 (Animals 2, Codes 1, Electronics 2, Languages 4, Spirits 1; Extra: Affects Others, Area, Selective [40-ft. Burst]) {48} AP: Concealment 10 (Extra: Affects Others, Area, Duration: Concentration [50-ft. Burst]; PFs: Selective, Close Range) {52} AP: Damage 14 (Cataclysm; Extra: Affects Corporeal, Area [80-miles. Burst, General], Selective Attack; Flaw: Action [Full]; PFs: Affect Insubstantial 2, Progression x12) {56} AP: Dimensional Pocket 7 (50 billion lbs; Extra: Duration [Continuous]; PFs: Progression x 20) {56} AP: ESP 11 (2,000,000 miles, All Senses; Extra: Duration [sustained]; Flaw: Action [standard]; PFs: Dimensional, Rapid x10, Subtle) {56} AP: Heal 13 (Extras: Total, Affects Objects; PFs: Regrowth, Persistent) {54} AP: Nullify Field 14 (40 Feet) (All Powers; Extras: Area [50-ft. Burst, General], Duration [Concentration]; Flaw: Range [Touch]; Drawbacks: Only Magical and Dimensional Descriptors -1) {55} AP: Stun 16 (Extras: Affects Corporeal, Range [Ranged]; Flaw: Action [Full]; PFs: Accurate x 6, Affect Insubstantial x 2) {56} AP: Super Movement 3 (Dimensional 3 [any]; Extras: Portal (+2); PF: Progression x 5 [250-ft. Portal]) {18} AP: Super Senses (Detect Magic: Ranged, [Acute, Analytical, Accurate, Radius, Tracking x3, Extended x5, Link: Penetrates Concealment, Counters Concealment, Counters Illusion, Counters Obscure], Detect Dimensional: Ranged, [Acute, Analytical, Accurate, Radius, Tracking x3, Extended x5, Link: Penetrates Concealment, Counters Concealment, Counters Illusion, Counters Obscure]) {50} AP: Telekinesis 22 (Str 110; PFs: Accurate x6, Precise, Indirect, Subtle, Affects Insubstantial x2) {55} AP: Teleport 16 (nearby star systems; Extra: Accurate; PFs: Change Velocity, Easy, Progression x 4 [2,500 lbs] {54} AP: Teleport 13 (Extra: Portal (+2); PF: Progression x2 [25-ft. Portal]) {54}
[b]Magic Array 21[/b] (Magic; 56 pp; [i]PF[/i]: Alternate Power x 12) [68 pp]

[b][u]BE[/u][/b]: [b]Blast 16[/b] (Eldritch Blast; [i]Extra[/i]: Affects Corporeal; [i]PFs[/i]: Accurate 6, Affect Insubstantial x 2) {56}

[b][u]AP[/u][/b]: [b]Comprehend 8[/b] (Animals 2, Codes 1, Electronics 2, Languages 4, Spirits 1; [i]Extra[/i]: Affects Others, Area, Selective [40-ft. Burst]) {48}

[b][u]AP[/u][/b]: [b]Concealment 10[/b] ([i]Extra[/i]: Affects Others, Area, Duration: Concentration [50-ft. Burst]; [i]PFs[/i]: Selective, Close Range) {52}

[b][u]AP[/u][/b]: [b]Damage 14[/b] (Cataclysm; [i]Extra[/i]: Affects Corporeal, Area [80-miles. Burst, General], Selective Attack; [i]Flaw[/i]: Action [Full]; [i]PFs[/i]: Affect Insubstantial 2, Progression x12) {56}

[b][u]AP[/u][/b]: [b]Dimensional Pocket 7[/b] (50 billion lbs; [i]Extra[/i]: Duration [Continuous]; [i]PFs[/i]: Progression x 20) {56}

[b][u]AP[/u][/b]: [b]ESP 11[/b] (2,000,000 miles, All Senses; [i]Extra[/i]: Duration [Sustained]; [i]Flaw[/i]: Action [Standard]; [i]PFs[/i]: Dimensional, Rapid x10, Subtle) {56}

[b][u]AP[/u][/b]: [b]Heal 13[/b] ([i]Extras[/i]: Total, Affects Objects; [i]PFs[/i]: Regrowth, Persistent) {54}

[b][u]AP[/u][/b]: [b]Nullify Field 14[/b] (40 Feet) (All Powers; [i]Extras[/i]: Area [50-ft. Burst, General], Duration [Concentration]; [i]Flaw[/i]: Range [Touch]; [i]Drawbacks[/i]: Only Magical and Dimensional Descriptors -1) {55}

[b][u]AP[/u][/b]: [b]Stun 16[/b] ([i]Extras[/i]: Affects Corporeal, Range [Ranged]; [i]Flaw[/i]: Action [Full]; [i]PFs[/i]: Accurate x 6, Affect Insubstantial x 2) {56}

[b][u]AP[/u][/b]: [b]Super Movement 3[/b] (Dimensional 3 [any]; [i]Extras[/i]: Portal (+2); [i]PF[/i]: Progression x 5 [250-ft. Portal]) {18}

[b][u]AP[/u][/b]: [b]Super Senses[/b] (Detect Magic: Ranged, [Acute, Analytical, Accurate, Radius, Tracking x3, Extended x5, [i]Link[/i]: Penetrates Concealment, Counters Concealment, Counters Illusion, Counters Obscure], Detect Dimensional: Ranged, [Acute, Analytical, Accurate, Radius, Tracking x3, Extended x5, [i]Link[/i]: Penetrates Concealment, Counters Concealment, Counters Illusion, Counters Obscure]) {50}

[b][u]AP[/u][/b]: [b]Telekinesis 22[/b] (Str 110; [i]PFs[/i]: Accurate x6, Precise, Indirect, Subtle, Affects Insubstantial x2) {55}

[b][u]AP[/u][/b]: [b]Teleport 16[/b] (nearby star systems; [i]Extra[/i]: Accurate; [i]PFs[/i]: Change Velocity, Easy, Progression x 4 [2,500 lbs] {54}

[u][b]AP[/b][/u]: [b]Teleport 13[/b] ([i]Extra[/i]: Portal (+2); [i]PF[/i]: Progression x2 [25-ft. Portal]) {54}

And the new cost breakdown is:

Costs: Abilities (32) + Combat (22) + Saves (11) + Skills (15) + Feats (12) + Powers (131) - Drawbacks (+3) = 219/219 PP

Done by Angrydurf

Link to comment
Guest
This topic is now closed to further replies.

×
×
  • Create New...